Here I list my current game development challenges, findings, goals, and successes on my upcoming CCG working title Praxis.

Friday, August 30, 2013

IM BACK!

Finally fixed my computer last night, as suspected the motherboard was toast. Game is still there though. But I think I'm putting it on hold.

The reason is three fold:
#1 I am an amateur. I don't have ANY proof I'm capable of doing what I'm doing, and that's tough for me to show my merit
#2 The market is catching up quick, especially with Heartstone on the way. There's a huge chance I won't recover any money I add into it
#3 I really need a team. It's not a one person job, there's a reason the market is the way it is.
#4 I really don't want to rip people off. I can't figure out a way to make a CCG that isn't entirely about exploiting the players.

That said, I have a new project: it's going to be a dungeon grind sort of game focused on mobile, but instead of the traditional combat system I'm going to have three "slots" you must fill each round with abilities, and you and your opponent trade blows in these rounds. One must always be an attack, one must always be a defense, and the third is your choice but the order and WHAT is the attack/defend moves are up to you. The dungeon layout will be similar to zelda dungeons, but with focused combat rather than open-world. In a way it'll be very similar to Praxis was, except without the cards, and at least initially without the multiplayer. A big part will be knowing which moves to use when, and countering attacks with your defend actions etc. All the while leveling up and finding fat loot and sculpting your guy (:

It'll be fun!

I did a random dungeon algorithm today, it was my first experience really working with custom classes in Unity. I made a custom XY class to hold coordinates and "shift" a direction, and a Room class to hold what's linked and dig a direction. It works great, I can make huge sized maps very quickly. Next is adding keys and locked doors, but this in itself poses a fun problem due to the "inaccessible key" dilemma (which some long time zelda fans might remember unbeatable dungeons if you collected keys in an unorthodox fashion). How to solve this, I'm not sure. But it's something to consider!!